Tech Diffusion

Just to let people know, this mod messes up the free Great Person you get from the Meritocracy policy. Could it be ingame.xml causing problems? (I'd heard using that has issues)

I don't use this mod but have seen the bug anyway. I do however use Emigration mod, which also use ingame.xml.

\Skodkim
 
@ The Loot
Afforess made his mods back when Civ 5 was still patchless, since then - in the December patch - mods use the content tab in the project file instead of the ingame.xml, so yes, that file will be making your games buggy.
 
Thanks for the clarification, I knew I had heard InGame could mess things up now. I'm just glad I narrowed it down.
 
If I understood this thread correctly this mod wouldn't work anymore? That's a shame, as I'd like to use it. What would need to be done to make it work with the current patch?
 
If I understood this thread correctly this mod wouldn't work anymore? That's a shame, as I'd like to use it. What would need to be done to make it work with the current patch?

here's a version without InGame.xml

to use it :
- download the civ5mod file to your mod folder (..\My Documents\My Games\Sid Meier's Civilization 5\MODS).
- launch civ5, go to the mod browser and click "install mod"
- find the "Tech Diffusion (v 3)" line and activate the mod.

It's based on Erendir's modification of Afforess mod, all credit goes to them.
 

Attachments

In the same way, something like technology from combat would be nice. Like if you kill (in melee) an unit that you can't make you gain a few research points toward the tech needed for this unit.
Hi Gedemon,
I found this old Post about Technology from Combat - I like this concept a lot and wanted to ask you, if there has any mod like this been developed? I did not find one. Also conquering citys could give some points for technologys presented in the city (i.a. buildings).
 
Hi Gedemon,
I found this old Post about Technology from Combat - I like this concept a lot and wanted to ask you, if there has any mod like this been developed? I did not find one. Also conquering citys could give some points for technologys presented in the city (i.a. buildings).
AFAIK there are no mods like that available.

I plan to use the concept in one of my projects, but it won't be a standalone mod. (and no ETA, development has not started)

I suppose it would not be a complex mod to do, but I don't have any free time left ATM to have a look at the requirement.
 
As this thread has been brought back from the dead...

here's a version without InGame.xml

to use it :
- download the civ5mod file to your mod folder (..\My Documents\My Games\Sid Meier's Civilization 5\MODS).
- launch civ5, go to the mod browser and click "install mod"
- find the "Tech Diffusion (v 3)" line and activate the mod.

It's based on Erendir's modification of Afforess mod, all credit goes to them.

It's been a while. Gedemon, is this mod still functional? I'd love to try it.
 
I don't think this mod is working at the moment. I absolutely love the idea and want this feature in my game... but I have no idea how to fix XD. Can someone help? Thanks in advance.


Here is lua log part where I thought is relavant.

[44242.866] Runtime Error: C:\Users\Sammy\Documents\My Games\Sid Meier's Civilization 5\MODS\Tech Diffusion (v 3)\TechDiffusion.lua:112: attempt to call method 'GetTechScore' (a nil value)
[44247.296] TurnProcessing: Hiding TurnProcessing
[44249.605] TechTree: popupInfo.Data1: 0
[44249.605] TechTree: popupInfo.Data2: -1
[44249.605] TechTree: popupInfo.Data3: -1

I am not running any major mods. Running current BNW.
 
while I am at resurrecting an old thread... might as well add why I want this mod.

Science is OP in civ games. It's alright because it is OP in real life as well. However, I don't think it's right for the game. Here's an article by somebody else that states my idea better than I can.
http://strabogaming.com/?p=164

There is an in-game mechanic (see below) to prevent a large disparity in tech. Also, espionage and trading does some of this. However, all of these are not enough to my taste. Esp trade routes become pretty much irrelevant to science past classical era as many have pointed out already.



Bottom line - I want to ensure having tech advantage is still worthwhile, but not to an extent that it is either hit or miss.

For example, I want to prevent a situation where deity AI Civs reach industrial age before Anno Domini and pump out rifleman to kill my swordsman. Instead, maybe like, I have enough tech to get pikeman/longswordsman without having to put science ahead of everything else. This also applies vice versa when I am playing on Prince difficulty where I am the only civ in industrial age when everybody else is in medieval age.



Hence, I tried to find a mod or create one that does

1. Adjust the formula for tech diffusion
Right now, the formula is (according to http://forums.civfanatics.com/showthread.php?t=389702&page=5)
"reduction in cost" = 0.3 * ("# of civs met and have tech" / "# of all civs")
So... even when all civs have a certain tech and you've met all of them... the discount is less than 30%. I am wondering if there's a way to alter this to maybe 80%. This allows technologically challenged civs to catch up nicely.

Or

2. Make it more challenging to research a brand new tech
This discourages beeline teching and also makes the game more realistic. For instance, if nobody has rifling, make the research cost double or even triple. This ensures that no one civ gets ridiculously advanced alone.

Or

3. Make beakers deviate less between players that have met.
Probably the most effective way. Basically, the problem with science in civ 5 is that things can go out of order easily. For instance, one civ can be producing 250 beakers while another produces 50. We can use some fancy formula to bring these to closer values.

Or

4. Prevent civs from advancing to the next era unless all met civs have reached that era.
It's a little stupid way. To prevent science going to waste for those more technologically advanced, it could be converted into gold, maybe. This also ensures better endgame where players run out of tech to research. Also, it allows players to spend ample time in each era.

Or combination of above mechanics like 1 and 2. Anyways, this Tech Diffusion mod does pretty much what I want, so hope someone can help me get this working!
 
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